Proactive Sound Design
For audio personnel, pre-production is typically a very quiet time on
a video game project -- perhaps being involved in some "look and
feel" movie material for greenlight meetings is the extent of the
workload.
However, getting involved in the game design work is fundamental
to integrating audio into a game. Try to re-conceive of this as your
most productive and collaborative time on a project, a time where lots
of different ideas can be tried out, a very experimental period. There
are several ways that audio can be brought into the game development
process at an earlier stage:
Ensure that sound is clearly represented
at all the pre-production game design meetings, particularly early story
concepts. Think about how sound will change over the course of the game.
Ensure sound is present at all early
technical meetings in terms of art pipelines such as animation. Sound
should be considered technically as an integral part of any art asset
or any animation pipeline. In dialogue, consider driving character animation
from sound, rather than having to retro-fit sounds to match animations,
which is frankly impossible in terms of dialogue content.
The direction
for how a character looks, sounds and feels should be a collaborative
direction invested in by everyone involved in its creation, so being
involved in concept art for major characters is also a great place to
get ideas moving.
Be present at storyboard meetings in
order to have input on how scenes play out, work closely with the DP
in allowing opportunities for dialogue to feel natural and also allow
for the characters to hear things and interact with sounds within cinematic
scenes.
Be in as many game design meetings
as possible. In essence, at this stage it would be most beneficial to
be considered part of the design team by the designers. Consider sound
as part of any gameplay device or feature, and how it functions. Always
allow for, and state the case for, sound to lead the gameplay.
Be proactive! Get out of the studio.
Remember it is very rare for game designers, animation artists or others
to come to you looking for your input on the design of a feature. They
usually only find your studio when they need something from you, i.e.
when they have already finished the art or design and now need you
to make it sound good. Take a laptop and sit among the game designers
or artists for a few weeks, be visible on the team, become a familiar
part of their production environment.
Foster a collaborative environment.
Most importantly, remember games are not there to satiate the sound designer's ego!
Great sound cannot save a terrible game, so being mutually accountable
for the work of the rest of the team is critical.
As a sound artist
you are collaborating with producers, artists, coders and designers
in getting what is best for the game, so be prepared to listen to others'
opinions and try out their ideas, as well as expecting others to listen
to yours. Next generation offers the developer nothing if not the chance
to work with greater awareness of other disciplines.
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